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diff --git a/documentation/src/advanced.dox b/documentation/src/advanced.dox new file mode 100644 index 000000000..17afa9147 --- /dev/null +++ b/documentation/src/advanced.dox @@ -0,0 +1,113 @@ +/** + + \page advanced 10 - Advanced FLTK + +This chapter explains advanced programming and design topics +that will help you to get the most out of FLTK. + +<A NAME="multithreading"> </A> <!-- For old HTML links only ! --> +\section advanced_multithreading Multithreading + +FLTK supports multithreaded application using a locking mechanism +based on "pthreads". We do not provide a threading interface as part of +the library. However a simple example how threads can be implemented +for all supported platforms can be found in <tt>test/threads.h</tt> +and <tt>test/threads.cxx</tt>. + +To use the locking mechanism, FLTK must be compiled with +<tt>--enable-threads</tt> set during the <tt>configure</tt> +process. IDE-based versions of FLTK are automatically compiled with +locking enabled if possible. + +In <TT>main()</TT>, call +<a href="Fl.html#Fl.lock"><TT>Fl::lock()</TT></A> before +<A HREF="Fl.html#Fl.run"><TT>Fl::run()</TT></A> or +<A HREF="Fl.html#Fl.wait"><TT>Fl::wait()</TT></A> +to start the runtime +multithreading support for your program. All callbacks and derived +functions like <tt>handle()</tt> and <tt>draw()</tt> will now be properly +locked: + +} + +\code + int main() { + Fl::lock(); + /* run thread */ + while (Fl::wait() > 0) { + if (Fl::thread_message()) { + /* process your data */ + } + } + } +\endcode + +You can now start as many threads as you like. From within +a thread (other than the main thread) FLTK calls must be wrapped +with calls to <a href="Fl.html#Fl.lock"><tt>Fl::lock()</tt></a> +and <a href="Fl.html#Fl.unlock"><tt>Fl::unlock()</tt></a>: + +\code + Fl::lock(); // avoid conflicting calls + ... // your code here + Fl::unlock(); // allow other threads to access FLTK again +\endcode + +You can send messages from child threads to the main thread +using <a href="Fl.html#Fl.awake"><tt>Fl::awake(msg)</tt></a>:</p> + +\code + void *msg; // "msg" is a pointer to your message + Fl::awake(msg); // send "msg" to main thread +\endcode + +You can also tell the main thread to call a function for you +as soon as possible by using +<a href="Fl.html#Fl.awake"><tt>Fl::awake(callback, userdata)</tt></a>:</p> + +\code + void do_something(void *userdata) { + // running with the main thread + } + + // running in another thread + void *data; // "data" is a pointer to your user data + Fl::awake(do_something, data); // call something in main thread +\endcode + + +FLTK supports multiple platforms, some of them which do not +allow any other but the main thread to handle system events and +open or close windows. The safe thing to do is to adhere to the +following rules for threads on all operating systems: + + +\li Don't <tt>show()</tt> or <tt>hide()</tt>anything that contains + widgets derived from <tt>Fl_Window</tt>, including dialogs, file + choosers, subwindows or <tt>Fl_GL_Window</tt>s + +\li Don't call <tt>Fl::wait()</tt>, <tt>Fl::flush()</tt> or any + related methods that will handle system messages + +\li Don't start or cancel timers + +\li Don't change window decorations or titles + +\li The <tt>make_current()</tt> method may or may not work well for + regular windows, but should always work for <tt>Fl_GL_Window</tt>s + to allow for high speed rendering on graphics cards with multiple + pipelines + +See also: +<a href="Fl.html#Fl.awake">void awake(void *message)</A>, +<a href="Fl.html#Fl.lock">void lock()</A>, +<a href="Fl.html#Fl.thread_message">void *thread_message()</A>, +<a href="Fl.html#Fl.unlock">void unlock()</A>. + +\htmlonly +<hr> +<a class="el" href="index.html">[Index]</a> +<a class="el" href="fluid.html">[Previous] 9 - Programming with FLUID</a> +<a class="el" href="unicode.html">[Next] 11 - Unicode and utf-8 Support</a> +\endhtmlonly +*/ |
